我一直在用這段代碼玩弄一個關於他的教程視頻之一的YouTube上的傢伙......我遇到了幾個我似乎無法過去的問題...當前一個是'EXC_BAD_ACCESS'錯誤...從我在線簡單研究過的內容來看,當你不正確地使用堆棧並將內存分配給不再存在的東西或類似的東西時,會發生這些錯誤......我只是無法確定我做錯了準確...我已經看到了一些故障排除做 - 但沒有爲Xcode的5尚未exc_bad_access error xcode5 C++ sdl2
錯誤在一個名爲「cSprite.cpp」類顯示出來:
// ~~~~~~~~~~~~~~~~~~~ cSprite.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSprite.h"
//#include "gMain.h"
//#include <SDL2/SDL_main.h>
//#include <SDL2/SDL.h>
//#include "cSDL_Setup.h"
using namespace std;
void draw(SDL_Renderer, SDL_Texture, SDL_Rect);
cSprite::cSprite(SDL_Renderer* passed_renderer, string filePath, int x, int y, int w, int h)
{
renderer = passed_renderer;
//... image
image = NULL;
image = IMG_LoadTexture(renderer,filePath.c_str());
// image error message
if (image == NULL)
{
cout<<"Couldnt load image..."<<filePath.c_str()<<endl;
}
//image dimensions
rect->x = x; // ***** Error: Thread 1:EXC_BAD_ACCESS(code=EXC_1386_GPFLT)
rect->y = y;
rect->w = w;
rect->h = h;
};
cSprite::~cSprite(void)
{
SDL_DestroyTexture(image);
}
//get methods
//SDL_Rect* cSprite::getRect()
//{
// return rect;
//}
//get methods
//SDL_Texture* cSprite::getImage()
//{
// return image;
//}
void cSprite::draw()
{
SDL_RenderCopy(renderer, image, NULL, rect);
}
...行'rect-> x = x;'
得到我放在旁邊的錯誤...但是idk還有什麼可能導致它......我希望有人能解釋爲什麼EXC_BAD_ACCESS錯誤甚至發生......和/或在我的代碼的其餘部分它可能是來自何處......
這裏是我的另外3個.cpp文件
....
// ~~~~~~~~~~~~~~~~~~~~~~~~ gMain.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include <iostream>
#include "stdafx.h"
#include "gMain.h"
using namespace std;
gMain::gMain(int passed_screenWidth, int passed_screenHeight)
{
screenWidth = passed_screenWidth;
screenHeight = passed_screenHeight;
// quit boolean
quit = false;
// create instance of cSDL class
csdl_setup = new cSDL_Setup(&quit, screenWidth, screenHeight);
grass = new cSprite(csdl_setup->getRenderer(), "/Users/jamesbryant/Desktop/nuGame/nuGame/images.jpeg", screenWidth, screenHeight, screenWidth, screenHeight);
bruce_Lee = new cSprite(csdl_setup->getRenderer(), "/Users/jamesbryant/Desktop/nuGame/nuGame/lee.bmp", 300, 300, 200, 200);
}
gMain::~gMain(void)
{
}
void gMain::gameLoop(void)
{
// game loop logic
while (!&quit && csdl_setup->getMainEvent() ->type != SDL_QUIT)
{
csdl_setup->begin();
grass->draw();
bruce_Lee->draw();
csdl_setup->end();
}
}
....
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ cSDL_Setup.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSDL_Setup.h"
//#include "gMain.h"
using namespace std;
cSDL_Setup::cSDL_Setup(bool* quit, int screenWidth, int screenHeight)
{
// create window
window = NULL;
window = SDL_CreateWindow("rWDY_pWDR", 400, 400, screenWidth, screenHeight, SDL_WINDOW_RESIZABLE);
// if window couldnt be created...
if (window == NULL)
{
cout<<"Window couldnt be created..."<<endl;
*quit = true;
//exit(0);
}
//create renderer
renderer = NULL;
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// initialize images
mainEvent = new SDL_Event();
}
cSDL_Setup::~cSDL_Setup(void)
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
delete mainEvent;
}
//get methods
SDL_Renderer* cSDL_Setup::getRenderer()
{
return renderer;
}
SDL_Event* cSDL_Setup::getMainEvent()
{
return mainEvent;
}
void cSDL_Setup::begin()
{
SDL_PollEvent(mainEvent);
SDL_RenderClear(renderer);
}
void cSDL_Setup::end()
{
SDL_RenderPresent(renderer);
}
....
// ~~~~~~~~~~~~~~~~~~~~~~~~~~ firstGame.cpp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#include "stdafx.h"
#include "cSDL_Setup.h"
//#include "gMain.h"
using namespace std;
cSDL_Setup::cSDL_Setup(bool* quit, int screenWidth, int screenHeight)
{
// create window
window = NULL;
window = SDL_CreateWindow("rWDY_pWDR", 400, 400, screenWidth, screenHeight, SDL_WINDOW_RESIZABLE);
// if window couldnt be created...
if (window == NULL)
{
cout<<"Window couldnt be created..."<<endl;
*quit = true;
//exit(0);
}
//create renderer
renderer = NULL;
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
// initialize images
mainEvent = new SDL_Event();
}
cSDL_Setup::~cSDL_Setup(void)
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
delete mainEvent;
}
//get methods
SDL_Renderer* cSDL_Setup::getRenderer()
{
return renderer;
}
SDL_Event* cSDL_Setup::getMainEvent()
{
return mainEvent;
}
void cSDL_Setup::begin()
{
SDL_PollEvent(mainEvent);
SDL_RenderClear(renderer);
}
void cSDL_Setup::end()
{
SDL_RenderPresent(renderer);
}
......這裏就是我的cSprite.h文件看起來像現在:
#ifndef __game__cSprite__
#define __game__cSprite__
#pragma once
#include <iostream>
#include <SDL2/SDL_main.h>
#include <SDL2/SDL.h>
using namespace std;
class cSprite
{
public:
cSprite(SDL_Renderer* passed_renderer, string filePath, int x, int y, int w, int h);
~cSprite(void);
void draw();
private:
SDL_Texture* image = NULL;
SDL_Rect* rect = NULL;
SDL_Renderer* renderer = NULL;
};
#endif /* defined(__game__cSprite__) */
絕對導致我在正確的方向。 ..謝謝x1000 –